Hitbox visualization for Ken's tapped up tilt
Hitbox visualization showing Ken's up tilt when tapped.
Hitbox visualization for Ken's held up tilt
Hitbox visualization showing Ken's up tilt when held.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Update HistoryEdit

  3.1.0

  •   Up tilt (light) sends at more vertical angle when hitting airborne opponents, making it a better combo starter (66° → 75°).

HitboxesEdit

TappedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 2.0% 0   Standard 19 75 0   5.0 top 0.0 16.0 to 14.5 4.8 1.5× 2.5× 0%               Ken Punch   All All            
1 0 0 2.0% 0   Forward 19 75 0   5.0 top 0.0 16.0 to 14.5 6.0 1.5× 2.5× 0%               Ken Punch   All All            
2 0 0 2.0% 0   Forward 19 75 0   5.0 top 0.0 16.0 to 14.5 4.8 1.5× 2.5× 0%               Ken Punch   All All            
3 0 0 2.0% 0   Forward 19 75 0   5.0 top 0.0 16.0 to 14.5 6.0 1.5× 2.5× 0%               Ken Punch   All All            

HeldEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 12.0% 0   Standard 70 70 0   3.0 shoulderl 1.7 0.0 0.0 1.5× 1.0× 0%               Ken Punch   All All            
1 0 0 12.0% 0   Standard 70 70 0   2.0 bust 0.0 0.0 0.0 1.5× 1.0× 0%               Ken Punch   All All            
2 0 0 12.0% 0   Standard 70 70 0   5.0 arml 2.3 0.0 0.0 1.5× 1.0× 0%               Ken Punch   All All            
3 0 0 8.0% 0   Standard 70 70 0   2.5 top 0.0 9.0 12.0 1.5× 1.0× 0%               Ken Punch   All All            
Late hit
0 0 0 12.0% 0   Standard 70 70 0   3.0 shoulderl 1.7 0.0 0.0 1.5× 1.0× 0%               Ken Punch   All All            
1 0 0 12.0% 0   Standard 70 70 0   2.0 bust 0.0 0.0 0.0 1.5× 1.0× 0%               Ken Punch   All All            
2 0 0 12.0% 0   Standard 70 70 0   5.0 arml 2.3 0.0 0.0 1.5× 1.0× 0%               Ken Punch   All All            

TimingEdit

Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.

TappedEdit

The move can loop into itself by pressing the attack button repeatedly.

Hitboxes 3-6
Special cancel window 3-7
Final Smash cancel window 3-6
Repeat window 8-14
Interruptible 15
Animation length 39
Hitboxes                                                                               
Repeat                                                                               
Special cancel                                                                               
FS cancel                                                                               

HeldEdit

The move grants intangibility to Ken's head, bust, and arms.

Upper body intangible 4-10
Clean hit 7
Late hit 8-11
Special cancel window 7-20
Final Smash cancel window 7-11
Interruptible 38
Animation length 41
Hitboxes                                                                                   
Upper body                                                                                   
Special cancel                                                                                   
FS cancel                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
  
Loop point
 
Intangible
 
Continuable
  
Earliest continuable point
 
Interruptible